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Azookara

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Everything posted by Azookara

  1. Oh gosh yes, those are absolutely gorgeous GNA. :3
  2. I am on a search for anyone who would and could do texture art or 3D modelling (for stages, characters and objects), since there is a great lack of such people in the Sonic community that can do these things. Is anyone interested in such an effort?
  3. @P3DR0 I know the minimap isn't exactly a minimap. Don't worry about it though, we were just too lazy to get rid of it. :V We aren't gonna use it, as we are just currently keeping it as an example for the programmers as to how we will manage the camera functions. Tl;dr don't worry about it, we aren't using it anymore.
  4. I have two statements (one suggestion, one question): (1) Seriously work on the purple mountain zone. I'm having an incredibly hard time distinguishing between certain layers of the foreground, and even floating platforms. I'd say make more original tiles and art to go into all of this because it'd highly improve the quality of the stage. It's all mostly a solid purple color and the tiles seem to be thrown together haphazardly. (if you covered this issue earlier in the topic then I'm sorry for restating this) (2) Why are there so many speed boosters everywhere? Is it really a necessary part of the story like you said earlier, or am I misunderstanding? EDIT (more suggestions and a bug): (3) If you are going to properly show a continuation between Sonic 1 and 2, then make it where neither Sonic nor Tails can Spindash. That may destroy the layouts of your current level design, but the manuals officially said that during his time showing off on Westside Island as he met Tails, Sonic first did his Spindash. Either you may already have this issue covered, I'm just informing you, or you're gonna ignore what the manual said; I don't know, but even so it's just a heads-up. (4) There's an issue when hitting spikes. It seems to not hurt you but immediately just turn your ring counter to one. It doesn't make you release any rings among contact and it doesn't make you bounce off of it. It just sets your counter to one, and keeps it there even if you continuously stand on it and let it "hurt" you again. Either way it's pretty good; and I'd like to see what becomes of this.
  5. Not a screenshot but http://www.newgrounds.com/audio/listen/377039 Tell me how that sounds. Music by DJ Max-E and Ritz190.
  6. This game is so cash It's basically Unleashed with the speed toned down for better pacing and less memorization; then more platforming, powerups and exploration to find hidden items and alternate routes. The game's art style and environments scream classic Sonic, and the fanservice in this game is probably more extreme than Mario Galaxy's (badniks, Robotnik final boss, Super Sonic unlockable, S1 stages in the Simulator). Sonic and Tails are all buddy-buddy in this game, Cubot is amazing, Robotnik is menacing but bombastically smug, and the dialogue is ace. The soundtrack is AAA level, and the amount of replayability is almost an overload.
  7. Ooh, I actually really like that. Maybe you should make the arms less scrunched to his sides (I know that's how it originally was) but still, that'd make it look better if you fixed that.
  8. May I ask, what other things are you planning on implementing? This is amazing as is; and I would love to work with it right now. :3
  9. Must agree with Aerosol; rolling is a big issue in the game as it has too much friction. Still though, rather impressed by this game, as it's really freaking awesome.
  10. Gamma. Unless we are talking as in "shmups" where you fly stuff vertically or horizontally and shoot stuff. Then you got me there.
  11. Everybody, we understand what you're all saying and completely agree. TBH, we were trying to rush this game's first level of sorts for SAGE this year then modify it to look better afterward. Well, after how blocky and glitchy everything came out, we decided against this idea. Sonic FreeRunner will not be appearing at SAGE 2010 this year. Believe me, you'll thank me later. But why would you? It's simple: we've gotten off track in our art and gameplay style. We originally started off an ambitious project to translate momentum gameplay into a 3D world, while introducing a compromise of the classic and modern art styles to blend into one (similar to Chronicles' art style), vast level design and maybe a dash or two of parkour blended in. This game, after a while, started to degenerate into nothing more than "classic Sonic in 3D + Mario 64 level design". In other words, taking one part of the idea for the game and pretty much overdoing it. After running into this problem, we're (me and Eight Bit Dragon, other head of the project) decided to change the course of this game. Thus, since the current SAGE build is nothing like the final product will be like, it will not be in SAGE this year (I'm contacting the people to tell them to pull the site from the list). Still expect lots of stuff in the future, but for now at most might be silence from us for a while (our team will be lurking in the shadows at most). I'll give a heads up every now and then, but for now we're busy transforming this game to the way we originally intended it to be instead of letting it turn into something we're not to proud of. Thanks for the support and such, guys; we really need it.
  12. If you're talking of my game, then thank you very much! Also, fence will be replaced with actual checkered walls later, sorry. Actually there will be some fences involved, as we going for a mix between a fresh open valley and a waterpark, but we don't wanna go overboard on one end compared to another, so we're trying to keep it balanced. Some gimmicks expected in the final version of this stage will be like geysers, ziplines, swinging / pulley vines, waterslides, and stuff like that. The bad part is that the level design is only 1/4 or 1/5 done, so expect nothing more but a somewhat barebones stage for SAGE this year.
  13. Yeah we do have a puzzle/mission element, which is why there are multiple missions in every zone that allow optional things to do at the side. Now as for the layout, there is a general idea of where to go, but it won't be that greatly enforced until after SAGE when we get enough time to work on a proper full path (although we already have a good bit of them). Also, screens: (part blocked off for the SAGE build :V) Textures and layout are STILL wip.
  14. Hummm... According to time constraints and the lack of being able to make a good website within seconds, I announce that Sonic FreeRunner MIGHT not make it for SAGE this year, but just a short time after it. Unless if I can really send it in after today, because I swear I heard today was the last day to send in submissions.
  15. Well the game is both a rather open field (like Mario 64) and it's also not exactly done yet layout and level design wise. It'll be done before it's shipped to SAGE though.
  16. http://www.youtube.com/watch?v=UUH_m6x43C0 This is somewhat what you should expect from SAGE 2010's build of Sonic FreeRunner; except two extra things: 1) actual animations for Sonic (lol), and 2) more of a level layout. Both of those things are being done as we speak, so yeah expect this at SAGE. ;D
  17. Sonic FreeRunner will have a demo build of a part of the first stage, in time for SAGE I'm pretty sure, but although the booth will be done in time for sending the download will make a close shave possibly popping just in time for the expo to begin, so yeah. Just thought I'd get that out there.
  18. Like I said on Retro, I played it, and highly enjoyed it and I've had quite a great time playing it. Very beautiful game, too. However I'm now noticing some flaws you might wanna take into consideration: 1) Rolling isn't exactly making Sonic go as fast as expected. Like for example, you know the big halfpipe type area with the bee badnik in the center? It's near impossible to get up that using Sonic's rolling physics alone, and it's almost like it's only there for you to Spin dash up. Something's got to be done to where the rolling physics are more forceful and make you faster even on the slightest slopes, because that's just how it's always worked in the MD/Genesis Sonic titles. Spin dash alone isn't what made the classic games different from the modern titles. 2) I love the challenge behind the crab robot, but I have to say to improve the game some only really put it in areas where it wouldn't break the flow of speed so much. Also considering this is a first level, please lower the badnik rate a wee bit, as it seems a little much at the moment. 3) Third thing is a basic suggestion. How about for the quickstep, instead of pressing up twice really quickly you make it where you press the opposite direction you are moving twice really quickly? It'd honestly feel alot more comfortable. Also a cool animation for when Sonic does the quickstep would be nice. Overall I like this game. Alot. I hope you can get these improvements in however.
  19. Textures aren't done and of course we're hiding the "meat" of the layout until SAGE, but yeah, just a teaser shot for now.
  20. We need people to develop 2D graphics and such for Sonic FreeRunner. Specifically right now we need objects and props, but most currently we need 2d graphics to a HUD and title cards. For more information on the team and stuff head here: sonicfreerunner.proboards.com
  21. Although this is off topic, I have to agree with this. Sonic World is perfect and is major inspiration for my game. =P
  22. I love Man vs Food, and I watch it when I can. It introduced me to this burger: Actually, according to this picture it's called the Double Bypass, but from what I saw on Man vs Food it's called the Vortex Burger elsewhere. One huge patty, all the veggie fixings, six slices of bacon, three slices of cheese, a fried egg, and the buns are grilled cheese sandwhiches. ..And I ate one with two patties. I'm a lard, I know.
  23. "No way! No way?" Sonic Extended Edition? Or what? :3
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